Merge branch 'master' into add-editor-nudging-support

This commit is contained in:
Dan Balasescu
2021-03-30 14:34:43 +09:00
committed by GitHub
71 changed files with 572 additions and 221 deletions

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@ -71,7 +71,13 @@ namespace osu.Game.Screens.Edit.Compose.Components
// Put earlier blueprints towards the end of the list, so they handle input first
int i = yObj.HitObject.StartTime.CompareTo(xObj.HitObject.StartTime);
return i == 0 ? CompareReverseChildID(x, y) : i;
if (i != 0) return i;
// Fall back to end time if the start time is equal.
i = yObj.HitObject.GetEndTime().CompareTo(xObj.HitObject.GetEndTime());
return i == 0 ? CompareReverseChildID(y, x) : i;
}
}
}

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@ -2,6 +2,8 @@
// See the LICENCE file in the repository root for full licence text.
using System;
using System.Collections.Generic;
using System.Linq;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
@ -121,14 +123,55 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
}
base.Update();
updateStacking();
}
private void updateStacking()
{
// because only blueprints of objects which are alive (via pooling) are displayed in the timeline, it's feasible to do this every-update.
const int stack_offset = 5;
// after the stack gets this tall, we can presume there is space underneath to draw subsequent blueprints.
const int stack_reset_count = 3;
Stack<HitObject> currentConcurrentObjects = new Stack<HitObject>();
foreach (var b in SelectionBlueprints.Reverse())
{
// remove objects from the stack as long as their end time is in the past.
while (currentConcurrentObjects.TryPeek(out HitObject hitObject))
{
if (Precision.AlmostBigger(hitObject.GetEndTime(), b.HitObject.StartTime, 1))
break;
currentConcurrentObjects.Pop();
}
// if the stack gets too high, we should have space below it to display the next batch of objects.
// importantly, we only do this if time has incremented, else a stack of hitobjects all at the same time value would start to overlap themselves.
if (currentConcurrentObjects.TryPeek(out HitObject h) && !Precision.AlmostEquals(h.StartTime, b.HitObject.StartTime, 1))
{
if (currentConcurrentObjects.Count >= stack_reset_count)
currentConcurrentObjects.Clear();
}
b.Y = -(stack_offset * currentConcurrentObjects.Count);
currentConcurrentObjects.Push(b.HitObject);
}
}
protected override SelectionHandler CreateSelectionHandler() => new TimelineSelectionHandler();
protected override SelectionBlueprint CreateBlueprintFor(HitObject hitObject) => new TimelineHitObjectBlueprint(hitObject)
protected override SelectionBlueprint CreateBlueprintFor(HitObject hitObject)
{
OnDragHandled = handleScrollViaDrag
};
return new TimelineHitObjectBlueprint(hitObject)
{
OnDragHandled = handleScrollViaDrag
};
}
protected override DragBox CreateDragBox(Action<RectangleF> performSelect) => new TimelineDragBox(performSelect);
@ -203,7 +246,13 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
Box.X = Math.Min(rescaledStart, rescaledEnd);
Box.Width = Math.Abs(rescaledStart - rescaledEnd);
PerformSelection?.Invoke(Box.ScreenSpaceDrawQuad.AABBFloat);
var boxScreenRect = Box.ScreenSpaceDrawQuad.AABBFloat;
// we don't care about where the hitobjects are vertically. in cases like stacking display, they may be outside the box without this adjustment.
boxScreenRect.Y -= boxScreenRect.Height;
boxScreenRect.Height *= 2;
PerformSelection?.Invoke(boxScreenRect);
}
public override void Hide()

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@ -2,11 +2,16 @@
// See the LICENCE file in the repository root for full licence text.
using System.Diagnostics;
using System.Linq;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Input;
using osu.Framework.Input.Bindings;
using osu.Framework.Platform;
using osu.Game.Beatmaps;
using osu.Game.Extensions;
using osu.Game.Rulesets;
using osu.Game.Rulesets.Edit;
using osu.Game.Screens.Edit.Compose.Components.Timeline;
@ -14,11 +19,17 @@ using osu.Game.Skinning;
namespace osu.Game.Screens.Edit.Compose
{
public class ComposeScreen : EditorScreenWithTimeline
public class ComposeScreen : EditorScreenWithTimeline, IKeyBindingHandler<PlatformAction>
{
[Resolved]
private IBindable<WorkingBeatmap> beatmap { get; set; }
[Resolved]
private GameHost host { get; set; }
[Resolved]
private EditorClock clock { get; set; }
private HitObjectComposer composer;
public ComposeScreen()
@ -72,5 +83,34 @@ namespace osu.Game.Screens.Edit.Compose
// this is intentionally done in two stages to ensure things are in a loaded state before exposing the ruleset to skin sources.
return beatmapSkinProvider.WithChild(rulesetSkinProvider.WithChild(content));
}
#region Input Handling
public bool OnPressed(PlatformAction action)
{
if (action.ActionType == PlatformActionType.Copy)
host.GetClipboard().SetText(formatSelectionAsString());
return false;
}
public void OnReleased(PlatformAction action)
{
}
private string formatSelectionAsString()
{
if (composer == null)
return string.Empty;
double displayTime = EditorBeatmap.SelectedHitObjects.OrderBy(h => h.StartTime).FirstOrDefault()?.StartTime ?? clock.CurrentTime;
string selectionAsString = composer.ConvertSelectionToString();
return !string.IsNullOrEmpty(selectionAsString)
? $"{displayTime.ToEditorFormattedString()} ({selectionAsString}) - "
: $"{displayTime.ToEditorFormattedString()} - ";
}
#endregion
}
}

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@ -16,7 +16,6 @@ using osu.Framework.Input;
using osu.Framework.Input.Bindings;
using osu.Framework.Input.Events;
using osu.Framework.Logging;
using osu.Framework.Platform;
using osu.Framework.Screens;
using osu.Framework.Timing;
using osu.Game.Beatmaps;
@ -103,7 +102,7 @@ namespace osu.Game.Screens.Edit
private MusicController music { get; set; }
[BackgroundDependencyLoader]
private void load(OsuColour colours, GameHost host, OsuConfigManager config)
private void load(OsuColour colours, OsuConfigManager config)
{
var loadableBeatmap = Beatmap.Value;